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Dead Or Alive Xtreme Venus Vacation - Modding Thread and Discussion -


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32 minutes ago, APsychedelic said:

How do you guys dump the DDS files. Do you decompress the game files or do it via Migoto (how? I don't know how to configure it to do so).

For 3dmigoto you need to enable hunting in d3dx.ini (set it 2), then ingame you press Num 0 to enter hunting mode and F8 to dump the scenery. This will dump models and textures.

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Mod updated to fix compatibility issue, thanks again to Minazuki for the original pink hair mod.

 

On 3/25/2019 at 10:05 PM, Octavia said:

I made some edits to Minazuki's pink hair mod. it's not perfect but I think it looks good. btw anybody know how to change her eye color?

 

1538821959_DOAX_VV2019-03-2600-41-44.jpg.729db931ccfae372a18c240d844290a7.jpg

 

 

 

finally figured out how to change the eye color as well, her eyes are light blue now to complete the entire nordic princess look.

 

 

Fiona_blonde_0.3.zip

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On 5/1/2020 at 2:11 AM, osirus47 said:

Is there a mod out there that removes this skirt from this suit? I'm not a fan of skirts.

 

Removing the skirt is the simplest technique.

 

Spoiler

Abyssinian:

625693511_.png.49ac7e93ac71df83d7fd8da1ef1956bd.png

 

RussianBlue:

13406358_.png.c748aa3b9eee9109bf239b8122624f18.png

 

Below is the code to remove the skirt and ribbon of the swimsuit. Please create a folder and create an IniFile by yourself (ex: SR_Abyssinian/common.ini).

 

BodyType: common body (include momiji)
SwimSuits: SR_Abyssinian (R_RussianBlue)

Code:

Spoiler

[TextureOverrideSwimSuitsSkirt0]
hash = def986a2
match_first_index = 0
handling = skip

[TextureOverrideSwimSuitsSkirt1]
hash = def986a2
match_first_index = 1770
handling = skip

[TextureOverrideSwimSuitsSkirt2]
hash = def986a2
match_first_index = 3162
handling = skip

[TextureOverrideSwimSuitsSkirt3]
hash = def986a2
match_first_index = 8265
handling = skip

[TextureOverrideSwimSuitsSkirt4]
hash = def986a2
match_first_index = 9756
handling = skip

[TextureOverrideSwimSuitsRibbon0]
hash = ca925376
match_first_index = 2481
handling = skip

[TextureOverrideSwimSuitsRibbon1]
hash = ca925376
match_first_index = 2625
handling = skip

[TextureOverrideSwimSuitsRibbon2]
hash = ca925376
match_first_index = 2721
handling = skip

 

 

enjoy.

 

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9 hours ago, krunkDunk said:

Well, $id is only needed for mods that will use hotkeys that are only active after pressing ctrl+1 or ctrl+2

Minazuki starts his ids with 3729 then adds a 3 digit zero padded number (001, 002, 003, etc...)

 

All the code having to do with $slot_active and $\mods\_id\id.ini\swimsuit1 and such, is so that when two modded suits with (possibly the same) hotkeys are on the screen simultaneously their modded variations can be customized individually after activating them with ctrl+1 or ctrl+2

 

if you want that kind of functionality and use $id just pick a number for the first 4 or 5 digits, then add 001, 002, 003 and so on as you create more mods. But it's only needed if you have hotkeys for your mod that are likely to conflict with others. It wouldn't break anything if they did conflict, it's just inconvenient when hotkeys used for another mod unintentionally makes a change on your mod.

It is explained very clearly, I got it. Thank you very much.

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18 hours ago, avenger54 said:

global $id is usually used to confirm if mod is currently on screen. So usually you'd want to make in unique for every mod.

yes, but I do modded a lot and shared some of them. They do have this issue changed unintentionally by other mods. Thanks for @krunkDunk, I have already got it. For now, I wonder if it is welcome that making a tool to download and update mods for users. All the modders can upload their mods in website, the underlying files will be stored in Github or somewhere else. The tool can be written in Python which will be open-source.

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6 hours ago, marktwain123 said:

Any one know why Kasumi is transparent when wearing the Mermaid suit?

 

1721327913_DEADORALIVEXtremeVenusVacationScreenshot2020_05.04-18_49_39_57.thumb.png.bb1d982867f2a37b2d684cbcfb4f3834.png1190611079_DEADORALIVEXtremeVenusVacationScreenshot2020_05.04-18_48_57_76.thumb.png.faff467b731369897dcbf538765d4af7.png

I have same issue on my system and it happens on both SR and SSR version of that suit. Along with Sayuri's Cure Angel SSR. I posted this issue about a month ago, hoping to get some help but no one was able to figure it out. :'(

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2 hours ago, masasi0000 said:
  Reveal hidden contents

test.png.fd39339cfc9b5141915316a9d90cf25e.png

 

1483965301_test(2).png.d98896a81d502ce93d402455d921660e.png

 

Why aren't the weights transferred correctly to the hands and feet?
Sometimes the chest is not transferred properly

 

I'm using blender 2.8.2a

 

A beautiful body usually has 148 vertex groups. However, the body has only 90 vertex groups because unnecessary parts (such as hands, feet, and breasts) have been removed.

In the model with extremely few vertex groups, in most cases, the shape will collapse and it will not be as you want.

 

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28 minutes ago, tk2004 said:

 

美しいボディには通常148個の頂点グループがあります。ただし、不要なパーツ(手、足、胸など)が削除されているため、ボディには頂点グループが90個しかありません。

頂点グループが非常に少ないモデルでは、ほとんどの場合、形状が崩れ、意図したとおりになりません。

 

I thought that it would be merged and supplemented including gloves etc.


Is there a way to do something complementary?

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U-1.png.857a98069534007dd38cab0b6d2ea3cf.png

KasumiSpec.rar

-

 

Spoiler

d3dx.ini edit.. still no body spec.dds using shader type 2

 

[CommandListSkin]
$shader_type = 0
if $dump_skin_clothes
    ; Dump body texture:
    dump = deferred_ctx_accurate share_dupes ps-t0 mono dds
        dump = deferred_ctx_accurate share_dupes ps-t1 mono dds
        dump = deferred_ctx_accurate share_dupes ps-t2 mono dds
        dump = deferred_ctx_accurate share_dupes ps-t3 mono dds

    ; Dump tan texture:
        dump = deferred_ctx_accurate share_dupes ps-t0 mono dds
        dump = deferred_ctx_accurate share_dupes ps-t1 mono dds
        dump = deferred_ctx_accurate share_dupes ps-t2 mono dds
    dump = deferred_ctx_accurate share_dupes ps-t3 mono dds

    ; Dump mesh:
    analyse_options = deferred_ctx_accurate share_dupes dump_vb txt buf
    ; Dump skinning matrices:
    dump = deferred_ctx_accurate vs-cb2 txt buf
endif

 

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On ‎5‎/‎4‎/‎2020 at 11:36 AM, Octavia said:

Mod updated to fix compatibility issue, thanks again to Minazuki for the original pink hair mod.

 

 

finally figured out how to change the eye color as well, her eyes are light blue now to complete the entire nordic princess look.


Looks good! I'm getting some residual pink. Working as intended, or am I doing something wrong?

DOAX-VenusVacation_200505_204124.jpg.50583f020a5357ff26dafa1d48c1b779.jpg

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13 hours ago, Donline- said:

U-1.png.857a98069534007dd38cab0b6d2ea3cf.png

KasumiSpec.rar 72.31 kB · 17 downloads

-

 

  Reveal hidden contents

d3dx.ini edit.. still no body spec.dds using shader type 2

 

[CommandListSkin]
$shader_type = 0
if $dump_skin_clothes
    ; Dump body texture:
    dump = deferred_ctx_accurate share_dupes ps-t0 mono dds
        dump = deferred_ctx_accurate share_dupes ps-t1 mono dds
        dump = deferred_ctx_accurate share_dupes ps-t2 mono dds
        dump = deferred_ctx_accurate share_dupes ps-t3 mono dds

    ; Dump tan texture:
        dump = deferred_ctx_accurate share_dupes ps-t0 mono dds
        dump = deferred_ctx_accurate share_dupes ps-t1 mono dds
        dump = deferred_ctx_accurate share_dupes ps-t2 mono dds
    dump = deferred_ctx_accurate share_dupes ps-t3 mono dds

    ; Dump mesh:
    analyse_options = deferred_ctx_accurate share_dupes dump_vb txt buf
    ; Dump skinning matrices:
    dump = deferred_ctx_accurate vs-cb2 txt buf
endif

 

Friend, I already explained it to you, skin texture don't have separate specular map, they use alpha channel of "color" texture. It's not that you dumping wrong, you opening/saving .dds wrong.

 

I had the same mistake at first.

 

The reason is why you still seemingly have some control over specularity is because the game desperately tries to get that alpha channel from your texture(that it doesn't have) and attempts to interpolate alpha channel back from already incorrect "alpha->transparency" interpolation paint.net did. Use photoshop+Intel dds plugin.

 

Spoiler

bodyspec.jpg

 

0(pure black) - no spec, 255(pure white) - full spec

 

It pains to see you redoing stuff

 

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The AGA Hanger De-Mosaic ini conflicts with the blue dress x-ray functionality.

Here is how I updated the code, when the blue-dress is visible it won't skip that special shader

** It checks for the texture of Nagisa's dress, I don't know if the other body types use a different texture.

[Constants]
global $xrayDress = 0

[Present]
$xrayDress = 0

[ShaderOverrideGlitch]
hash = e83bee9a417ca03c
$shader_type = 10
checktextureoverride = ps-t0

[TextureOverrideGlitch]
; ib :		0d10d0c5
; vb0 :		5a5f0dac
; ps-t0:	d524d032
; ps-t1:	a1a21d32
hash = d524d032
match_priority = 10
if $shader_type == 10 && $costume_mods == 1 && $xrayDress == 0
	handling = skip
endif

[TextureOverrideBlueDressXRay]
; blue xray dress diffuse texture
hash = 9cff16aa
match_priority = -1
$xrayDress = 1

 

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On 2020/5/5 at 午後2時20分, DerpyNight said:

私のシステムにも同じ問題があり、そのスーツのSRバージョンとSSRバージョンの両方で発生します。さゆりのキュアエンジェルSSRとともに。私はこの問題を1か月前に投稿しました。助けを求めているのですが、だれもそれを理解できませんでした。: '(

[ShaderOverrideClothesPS14]
; Martini, Misaki BD 2019
hash = 5c8cb360ba8afa6d
run = CommandListShadowMap

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14 hours ago, Dudebro60 said:

Works a treat with Remove Long Hair, but looks the same when disabled. Assuming that's not intentional, of course.

so that was the problem, dummy me didn't even test it with long hair lmao. mod updated and fixed for good this time. works with and without long hair. 

DOAX-VenusVacation_200507_154436.jpg

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